Weapons (Long War)

From UFOpaedia
Jump to navigation Jump to search

Long War makes several changes to weapons:

  • There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.
  • There are several additional types of primary and secondary weapon available in each tier.
  • Many weapons can be Steadied as an action to improve aim for the next turn.
  • Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.

Weapon types

Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level.

Assault Rifles: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim.

Carbines: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim.

SMG: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons.

Battle Rifle: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.

Shotgun: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers.

Sniper Rifle: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.

Marksman Rifle: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range.

Squad Automatic Weapon: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied.

Light Machine Gun: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.

MEC Primary Weapons: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.

Arc Rifle:
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit. It has low damage and ammo capacity.

Pistols: Pistol, Laser Pistol, Plasma Pistol
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier is a Gunslinger.

Machine Pistols: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler
A more damaging sidearm, but the extra encumbrance gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk.

Sawed-off Shotgun:
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers.

SHIV Turrets: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.

Weapons

Weapons
Name Prerequisite Range Damage Critical chance Critical damage Steady? Aim Mobility Ammo Special Classes Cost
§ E A T
Pistols
Pistol None 30 1-3 0% 3-4 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer -
Laser Pistol Beam weapons 30 2-4 0% 4-5 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 30 0 3 0
Pulse Pistol Pulse Lasers 30 4-6 0% 6-7 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer ? ? ? ?
Plasma Pistol Compact Plasma Weapons 30 5-7 0% 7-8 No -10 0 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer ? ? ? ?
Machine Pistols
Machine Pistol None 30 2-4 0% 3-4 No -20 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer -
Heater Beam weapons 30 3-5 0% 5-6 No -13 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 30 0 3 0
Gauss Autopistol Gauss Weapons 30 4-6 0% 6-7 No -20 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer 40 1 4 0
Blaster Pulse Lasers 30 5-7 0% 7-8 No -20 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer ? ? ? ?
Plasma Mauler Compact Plasma Weapons 30 6-8 0% 8-9 No -20 -1 2+1 Long range accuracy penalty without Gunslinger All except Gunner and Rocketeer ? ? ? ?
SMGs
Submachine Gun None 30 2-4 0% 4-5 No 0 +3 2+? - All -
Laser Shatterray Beam Weapons 30 3-5 0% 5-7 No +7 +3 2+? - All 35 0 3 12
Gauss Stuttergun Gauss Weapons 30 4-6 0% 6-9 No 0 +3 3+? - All 90 1 6 12
Pulse Stengun ? 30 4-8 10% 8-11 No 0 +3 2 - All ? ? ? ?
Plasma Stormgun ? 30 ? 0% ? No 0 +3 ? - All ? ? ? ?
Carbines
Assault Carbine None 30 2-4 5% 4-5 Yes +7 +1 3+1 - All -
Laser Carbine Beam weapons 30 3-5 5% 5-7 Yes +15 +1 3+1 - All 40 0 1 12
Gauss Carbine Gauss Weapons 30 4-6 5% 6-9 Yes +7 +1 ? - All ? ? ? ?
Pulse Carbine ? 30 4-8 15% 8-11 Yes +7 +1 3 - All ? ? ? ?
Plasma Carbine ? 30 ? 5% ? Yes +7 +1 ? - All ? ? ? ?
Assault Rifles
Assault Rifle None 30 3-5 10% 5-7 Yes 0 0 3+1 - All -
Laser Rifle Beam weapons 30 4-6 10% 6-9 Yes +7 0 3+1 - All 50 0 3 12
Gauss Rifle Gauss Weapons 30 4-8 10% 8-11 Yes 0 0 ? - All ? ? ? ?
Pulse Rifle ? 30 5-9 20% 9-12 Yes 0 0 0 - All ? ? ? ?
Plasma Rifle ? 30 ? ? ? Yes ? 0 ? - All ? ? ? ?
Battle Rifles
Battle Rifle None 30 4-6 10% 6-9 Yes -15 -1 4+? - Infantry, Assault, Scout, Medic, Engineer -
Heavy Laser Rifle ? 30 4-8 15% 8-11 Yes -8 -1 ? - Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Heavy Gauss Rifle ? 30 5-9 15% 9-12 Yes -15 -1 ? - Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Heavy Pulse Rifle ? 30 6-10 25% 10-14 Yes -15 -1 ? - Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Heavy Plasma Rifle ? 30 ? 10% ? Yes -15 -1 ? - Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Shotguns
Shotgun None 30 (14) 4-8 20% 8-11 No 0 0 5+1 Long range accuracy penalty
Damage Reduction penalty
Infantry, Assault, Scout, Medic, Engineer -
Sawed-Off Shotgun None 3 4-8 25% 8-11 No 0 -1 1 Sidearm. Confers -1 mobility. Can only be used at point blank range. Infantry, Assault, Scout, Medic, Engineer -
Scatter Laser Advanced Beam Weapons 30 (14) 5-9 20% 9-12 No +7 0 4+? Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer 80 0 3 14
Alloy Cannon Advanced Gauss Weapons 30 (14) 6-10 20% 10-14 No 0 0 ? Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Scatter Blaster Advanced Pulse Weapons 30 (14) 7-11 30% 11-16 No 0 0 ? Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Reflex Cannon Sectopod Autopsy 30 (14) 7-13 20$ 13-18 No 0 0 ? Long range accuracy penalty
Damage reduction penalty
Infantry, Assault, Scout, Medic, Engineer ? ? ? ?
Sniper Rifles
Sniper Rifle None 200 (30) 4-6 25% 6-9 Yes 0 -1 5+1 Cannot fire after moving
Short-range accuracy penalty
Sniper -
Laser Sniper Rifle Advanced Beam Weapons 200 (30) 4-8 25% 8-11 Yes +7 -1 ? Cannot fire after moving
Short-range accuracy penalty
Sniper 50 0 4 14
Gauss Long Rifle Advanced Gauss Weapons 200 (30) 5-9 10% 9-12 Yes -10 -2 1+1 Cannot fire after moving
Short-range accuracy penalty
Grants HEAT Ammo perk.
Sniper 252 5 15 14
Pulse Sniper Rifle ? 200 (30) 6-10 35% 10-14 Yes ? -1 ? Cannot fire after moving
Short-range accuracy penalty
Sniper ? ? ? ?
Plasma Sniper Rifle ? 200 (30) ? ? ? Yes ? -1 ? Cannot fire after moving
Short-range accuracy penalty
Sniper ? ? ? ?
Marksman Rifles
Marksman Rifle None 36 4-6 15% 6-9 Yes 0 0 5+? Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper -
Laser Strike Rifle ? 36 4-8 15% 8-11 Yes +7 0 ? Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
Alloy Strike Rifle ? 36 5-9 15% 9-12 Yes 0 0 ? Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
Blaster Rifle ? 36 6-10 25% 10-14 Yes 0 0 ? Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
Reflex Rifle ? 36 ? 15% ? Yes 0 0 ? Accuracy penalty after moving
Short-range accuracy penalty
Scout, Sniper ? ? ? ?
Arc Rifle Xenoneurology 36 (30) 1-3 0% 3-4 ? 0 0 2+? Inflicts Disabling Shot Scout, Sniper ? ? ? ?
Squad Automatic Weapons
SAW None 30 4-6 0% 6-9 No 0 -1 6+? - Gunner -
Autolaser Beam Weapons 30 ? 0% ? No +7 -1 ? - Gunner ? ? ? ?
Gauss Autorifle Gauss Weapons 30 5-9 0% ? No 0 -1 ? - Gunner ? ? ? ?
Pulse Autoblaster ? 30 ? 10% ? No 0 -1 ? - Gunner ? ? ? ?
Plasma Novagun ? 30 ? 0% ? No 0 -1 ? - Gunner ? ? ? ?
Light Machine Guns
LMG None 36 (30) 4-8 5% 8-11 No 0 -2 8+? Cannot fire after moving
Grants squadsight
Gunner -
Gatling Laser Beam weapons 36 (30) 4-8 0% 8-11 No +10 -2 ? Cannot fire after moving
Grants squadsight
Gunner 60 0 4 14
Gauss Machine Gun Gauss Weapons 36 (30) 6-10 ? ? No ? -2 ? Cannot fire after moving
Grants squadsight
Gunner ? ? ? ?
Gatling Pulser ? 36 (30) ? ? ? No ? -2 ? Cannot fire after moving
Grants squadsight
Gunner ? ? ? ?
Plasma Dragon ? 36 (30) ? ? ? No ? -2 ? Cannot fire after moving
Grants squadsight
Gunner ? ? ? ?
Rocket Launchers
Rocket Launcher None ? 4-10 0% 8-11 No 0 0 1 - Rocketeer -
Recoilless Rifle Advanced Gauss Weapons ? 6-12 0% 8-11 No 0 0 1 - Rocketeer ? ? ? ?
Blaster Launcher ? ? ? ? ? No 0 0 1 - Rocketeer ? ? ? ?
SHIV Turrets
Autocannon None 30 5-9 10% 9-12 No 0 0 3+? +1 Damage with Depleted Elerium Rounds SHIV -
Superheavy Laser Advanced Beam Lasers 30 6-10 10% 10-14 No +7 0 3+? +1 Damage with Laser Pumper SHIV 80 0 5 14
Sentry Gun Gauss Weapons 30 7-11 10% 11-16 No 0 0 4+? +1 Damage with Depleted Elerium Rounds SHIV 150 3 15 14
Superheavy Pulser Pulse Lasers 30 8-14 20% 14-19 No 0 0 ? +1 Damage with Laser Pumper (untested) SHIV 280 25 20 14
Superheavy Plasma Vehicular Plasma Weapons 30 9-15 10% 15-21 No 0 0 ? - SHIV 500 ? 35 21

Steadying

Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.

Explosives

In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

Rockets

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.

The hit chance shown while aiming is not a literal % hit chance. Rather, it's displaying the rocket's maximum scatter in tiles multiplied by 10, so the lower the better.